2 * @brief 保存された階の管理 / management of the saved floor
5 * Copyright (c) 2002 Mogami \n
6 * This software may be copied and distributed for educational, research, and \n
7 * not for profit purposes provided that this copyright and statement are \n
8 * included in all such copies. \n
9 * 2014 Deskull rearranged comment for Doxygen. \n
12 #include "floor/floor-save.h"
13 #include "cmd-building/cmd-building.h"
14 #include "cmd-io/cmd-dump.h"
15 #include "cmd/cmd-basic.h"
16 #include "core/asking-player.h"
17 #include "dungeon/dungeon.h"
18 #include "dungeon/quest.h"
19 #include "floor/floor-events.h"
20 #include "floor/floor-generate.h"
21 #include "floor/floor-object.h"
22 #include "floor/floor.h"
23 #include "floor/geometry.h"
24 #include "floor/wild.h"
25 #include "game-option/birth-options.h"
26 #include "game-option/play-record-options.h"
27 #include "grid/feature.h"
28 #include "grid/grid.h"
29 #include "io/files-util.h"
32 #include "io/uid-checker.h"
33 #include "io/write-diary.h"
34 #include "main/sound-of-music.h"
35 #include "mind/mind-mirror-master.h"
36 #include "monster-floor/monster-generator.h"
37 #include "monster-floor/monster-remover.h"
38 #include "monster-floor/monster-summon.h"
39 #include "monster-race/monster-race.h"
40 #include "monster-race/race-flags1.h"
41 #include "monster-race/race-flags2.h"
42 #include "monster-race/race-flags7.h"
43 #include "monster/monster-describer.h"
44 #include "monster/monster-description-types.h"
45 #include "monster/monster-flag-types.h"
46 #include "monster/monster-info.h"
47 #include "monster/monster-list.h"
48 #include "monster/monster-status.h"
49 #include "monster/monster-update.h"
50 #include "monster/smart-learn-types.h"
51 #include "object-enchant/artifact.h"
52 #include "object/object-hook.h"
53 #include "pet/pet-util.h"
54 #include "player/player-class.h"
55 #include "player/player-effects.h"
56 #include "player/player-personalities-types.h"
57 #include "spell-kind/spells-floor.h"
58 #include "system/system-variables.h"
59 #include "util/angband-files.h"
60 #include "util/bit-flags-calculator.h"
61 #include "view/display-main-window.h"
62 #include "view/display-messages.h"
63 #include "world/world.h"
67 static FLOOR_IDX new_floor_id; /*!<次のフロアのID / floor_id of the destination */
68 static u32b latest_visit_mark; /*!<フロアを渡った回数?(確認中) / Max number of visit_mark */
69 #define MAX_PARTY_MON 21 /*!< フロア移動時に先のフロアに連れて行けるペットの最大数 Maximum number of preservable pets */
70 static monster_type party_mon[MAX_PARTY_MON]; /*!< フロア移動に保存するペットモンスターの配列 */
73 * Number of floor_id used from birth
75 FLOOR_IDX max_floor_id;
78 * Sign for current process used in temporary files.
79 * Actually it is the start time of current process.
81 u32b saved_floor_file_sign;
84 * @brief 保存フロア配列を初期化する / Initialize saved_floors array.
85 * @param creature_ptr プレーヤーへの参照ポインタ
86 * @param force テンポラリファイルが残っていた場合も警告なしで強制的に削除するフラグ
87 * @details Make sure that old temporary files are not remaining as gurbages.
90 void init_saved_floors(player_type *creature_ptr, bool force)
92 char floor_savefile[1024];
95 BIT_FLAGS mode = 0644;
96 for (i = 0; i < MAX_SAVED_FLOORS; i++)
98 saved_floor_type *sf_ptr = &saved_floors[i];
101 sprintf(floor_savefile, "%s.F%02d", savefile, i);
103 /* Grab permissions */
106 /* Try to create the file */
107 fd = fd_make(floor_savefile, mode);
109 /* Drop permissions */
117 msg_print(_("エラー:古いテンポラリ・ファイルが残っています。", "Error: There are old temporary files."));
118 msg_print(_("変愚蛮怒を二重に起動していないか確認してください。", "Make sure you are not running two game processes simultaneously."));
119 msg_print(_("過去に変愚蛮怒がクラッシュした場合は一時ファイルを", "If the temporary files are garbage from an old crashed process, "));
120 msg_print(_("強制的に削除して実行を続けられます。", "you can delete them safely."));
121 if (!get_check(_("強制的に削除してもよろしいですか?", "Do you delete the old temporary files? ")))
122 quit(_("実行中止", "Aborted."));
132 /* Grab permissions */
135 /* Simply kill the temporary file */
136 (void)fd_kill(floor_savefile);
138 /* Drop permissions */
141 sf_ptr->floor_id = 0;
144 /* No floor_id used yet (No.0 is reserved to indicate non existance) */
147 /* vist_mark is from 1 */
148 latest_visit_mark = 1;
150 /* A sign to mark temporary files */
151 saved_floor_file_sign = (u32b)time(NULL);
153 /* No next floor yet */
156 /* No change floor mode yet */
157 creature_ptr->change_floor_mode = 0;
161 * @brief 保存フロア用テンポラリファイルを削除する / Kill temporary files
162 * @details Should be called just before the game quit.
163 * @param creature_ptr プレーヤーへの参照ポインタ
166 void clear_saved_floor_files(player_type *creature_ptr)
168 char floor_savefile[1024];
170 for (i = 0; i < MAX_SAVED_FLOORS; i++)
172 saved_floor_type *sf_ptr = &saved_floors[i];
174 /* No temporary file */
175 if (!sf_ptr->floor_id) continue;
176 if (sf_ptr->floor_id == creature_ptr->floor_id) continue;
179 sprintf(floor_savefile, "%s.F%02d", savefile, i);
181 /* Grab permissions */
184 /* Simply kill the temporary file */
185 (void)fd_kill(floor_savefile);
187 /* Drop permissions */
193 * @brief 保存フロアIDから参照ポインタを得る / Get a pointer for an item of the saved_floors array.
194 * @param floor_id 保存フロアID
195 * @return IDに対応する保存フロアのポインタ、ない場合はNULLを返す。
197 saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id)
201 /* floor_id No.0 indicates no floor */
202 if (!floor_id) return NULL;
204 for (i = 0; i < MAX_SAVED_FLOORS; i++)
206 saved_floor_type *sf_ptr = &saved_floors[i];
208 if (sf_ptr->floor_id == floor_id) return sf_ptr;
217 * @brief 参照ポインタ先の保存フロアを抹消する / kill a saved floor and get an empty space
218 * @param creature_ptr プレーヤーへの参照ポインタ
219 * @param sf_ptr 保存フロアの参照ポインタ
222 static void kill_saved_floor(player_type *creature_ptr, saved_floor_type *sf_ptr)
224 char floor_savefile[1024];
228 if (!sf_ptr->floor_id) return;
230 if (sf_ptr->floor_id == creature_ptr->floor_id)
232 /* Kill current floor */
233 creature_ptr->floor_id = 0;
235 /* Current floor doesn't have temporary file */
240 sprintf(floor_savefile, "%s.F%02d", savefile, (int)sf_ptr->savefile_id);
242 /* Grab permissions */
245 /* Simply kill the temporary file */
246 (void)fd_kill(floor_savefile);
248 /* Drop permissions */
252 /* No longer exists */
253 sf_ptr->floor_id = 0;
258 * @brief 新規に利用可能な保存フロアを返す / Initialize new saved floor and get its floor id.
259 * @param creature_ptr プレーヤーへの参照ポインタ
260 * @return 利用可能な保存フロアID
262 * If number of saved floors are already MAX_SAVED_FLOORS, kill the oldest one.
264 FLOOR_IDX get_new_floor_id(player_type *creature_ptr)
266 saved_floor_type *sf_ptr = NULL;
269 /* Look for empty space */
270 for (i = 0; i < MAX_SAVED_FLOORS; i++)
272 sf_ptr = &saved_floors[i];
274 if (!sf_ptr->floor_id) break;
278 if (i == MAX_SAVED_FLOORS)
281 u32b oldest_visit = 0xffffffffL;
283 /* Search for oldest */
284 for (i = 0; i < MAX_SAVED_FLOORS; i++)
286 sf_ptr = &saved_floors[i];
288 /* Don't kill current floor */
289 if (sf_ptr->floor_id == creature_ptr->floor_id) continue;
291 /* Don't kill newer */
292 if (sf_ptr->visit_mark > oldest_visit) continue;
295 oldest_visit = sf_ptr->visit_mark;
298 /* Kill oldest saved floor */
299 sf_ptr = &saved_floors[oldest];
300 kill_saved_floor(creature_ptr, sf_ptr);
306 /* Prepare new floor data */
307 sf_ptr->savefile_id = i;
308 sf_ptr->floor_id = max_floor_id;
309 sf_ptr->last_visit = 0;
310 sf_ptr->upper_floor_id = 0;
311 sf_ptr->lower_floor_id = 0;
312 sf_ptr->visit_mark = latest_visit_mark++;
314 /* sf_ptr->dun_level may be changed later */
315 sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
318 /* Increment number of floor_id */
319 if (max_floor_id < MAX_SHORT) max_floor_id++;
321 /* 32767 floor_ids are all used up! Re-use ancient IDs */
322 else max_floor_id = 1;
324 return sf_ptr->floor_id;
329 * @brief フロア切り替え時の処理フラグを追加する / Prepare mode flags of changing floor
330 * @param creature_ptr プレーヤーへの参照ポインタ
331 * @param mode 追加したい所持フラグ
334 void prepare_change_floor_mode(player_type *creature_ptr, BIT_FLAGS mode)
336 creature_ptr->change_floor_mode |= mode;
340 * @brief 階段移動先のフロアが生成できない時に簡単な行き止まりマップを作成する / Builds the dead end
343 static void build_dead_end(player_type *creature_ptr)
347 clear_cave(creature_ptr);
349 /* Mega-Hack -- no player yet */
350 creature_ptr->x = creature_ptr->y = 0;
352 /* Fill the arrays of floors and walls in the good proportions */
353 set_floor_and_wall(0);
356 creature_ptr->current_floor_ptr->height = SCREEN_HGT;
357 creature_ptr->current_floor_ptr->width = SCREEN_WID;
359 /* Filled with permanent walls */
360 for (y = 0; y < MAX_HGT; y++)
362 for (x = 0; x < MAX_WID; x++)
364 /* Create "solid" perma-wall */
365 place_bold(creature_ptr, y, x, GB_SOLID_PERM);
369 /* Place at center of the floor */
370 creature_ptr->y = creature_ptr->current_floor_ptr->height / 2;
371 creature_ptr->x = creature_ptr->current_floor_ptr->width / 2;
373 /* Give one square */
374 place_bold(creature_ptr, creature_ptr->y, creature_ptr->x, GB_FLOOR);
376 wipe_generate_random_floor_flags(creature_ptr->current_floor_ptr);
381 * @brief フロア移動時のペット保存処理 / Preserve_pets
382 * @param master_ptr プレーヤーへの参照ポインタ
385 static void preserve_pet(player_type *master_ptr)
390 for (num = 0; num < MAX_PARTY_MON; num++)
392 party_mon[num].r_idx = 0;
395 if (master_ptr->riding)
397 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[master_ptr->riding];
399 /* Pet of other pet don't follow. */
400 if (m_ptr->parent_m_idx)
402 master_ptr->riding = 0;
403 master_ptr->pet_extra_flags &= ~(PF_TWO_HANDS);
404 master_ptr->riding_ryoute = master_ptr->old_riding_ryoute = FALSE;
408 /* Preserve the mount */
409 (void)COPY(&party_mon[0], m_ptr, monster_type);
411 /* Delete from this floor */
412 delete_monster_idx(master_ptr, master_ptr->riding);
417 * If player is in wild mode, no pets are preserved
418 * except a monster whom player riding
420 if (!master_ptr->wild_mode && !master_ptr->current_floor_ptr->inside_arena && !master_ptr->phase_out)
422 for (i = master_ptr->current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
424 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
426 if (!monster_is_valid(m_ptr)) continue;
427 if (!is_pet(m_ptr)) continue;
428 if (i == master_ptr->riding) continue;
430 if (reinit_wilderness)
432 /* Don't lose sight of pets when getting a Quest */
436 POSITION dis = distance(master_ptr->y, master_ptr->x, m_ptr->fy, m_ptr->fx);
438 /* Confused (etc.) monsters don't follow. */
439 if (monster_confused_remaining(m_ptr) || monster_stunned_remaining(m_ptr) || monster_csleep_remaining(m_ptr)) continue;
441 /* Pet of other pet don't follow. */
442 if (m_ptr->parent_m_idx) continue;
445 * Pets with nickname will follow even from 3 blocks away
446 * when you or the pet can see the other.
448 if (m_ptr->nickname &&
449 ((player_has_los_bold(master_ptr, m_ptr->fy, m_ptr->fx) && projectable(master_ptr, master_ptr->y, master_ptr->x, m_ptr->fy, m_ptr->fx)) ||
450 (los(master_ptr, m_ptr->fy, m_ptr->fx, master_ptr->y, master_ptr->x) && projectable(master_ptr, m_ptr->fy, m_ptr->fx, master_ptr->y, master_ptr->x))))
452 if (dis > 3) continue;
456 if (dis > 1) continue;
460 (void)COPY(&party_mon[num], &master_ptr->current_floor_ptr->m_list[i], monster_type);
464 /* Delete from this floor */
465 delete_monster_idx(master_ptr, i);
469 if (record_named_pet)
471 for (i = master_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
473 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
474 GAME_TEXT m_name[MAX_NLEN];
476 if (!monster_is_valid(m_ptr)) continue;
477 if (!is_pet(m_ptr)) continue;
478 if (!m_ptr->nickname) continue;
479 if (master_ptr->riding == i) continue;
481 monster_desc(master_ptr, m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
482 exe_write_diary(master_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
487 /* Pet of other pet may disappear. */
488 for (i = master_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
490 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
492 /* Are there its parent? */
493 if (m_ptr->parent_m_idx && !master_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
495 /* Its parent have gone, it also goes away. */
497 if (is_seen(master_ptr, m_ptr))
499 GAME_TEXT m_name[MAX_NLEN];
500 monster_desc(master_ptr, m_name, m_ptr, 0);
501 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
504 delete_monster_idx(master_ptr, i);
511 * @brief フロア移動時にペットを伴った場合の準備処理 / Pre-calculate the racial counters of preserved pets
512 * @param master_ptr プレーヤーへの参照ポインタ
515 * To prevent multiple generation of unique monster who is the minion of player
517 void precalc_cur_num_of_pet(player_type *player_ptr)
521 int max_num = player_ptr->wild_mode ? 1 : MAX_PARTY_MON;
523 for (i = 0; i < max_num; i++)
525 m_ptr = &party_mon[i];
527 /* Skip empty monsters */
528 if (!monster_is_valid(m_ptr)) continue;
530 /* Hack -- Increase the racial counter */
531 real_r_ptr(m_ptr)->cur_num++;
536 * @brief 移動先のフロアに伴ったペットを配置する / Place preserved pet monsters on new floor
537 * @param master_ptr プレーヤーへの参照ポインタ
540 static void place_pet(player_type *master_ptr)
543 int max_num = master_ptr->wild_mode ? 1 : MAX_PARTY_MON;
544 floor_type *floor_ptr = master_ptr->current_floor_ptr;
545 for (i = 0; i < max_num; i++)
547 POSITION cy = 0, cx = 0;
550 if (!(party_mon[i].r_idx)) continue;
554 m_idx = m_pop(floor_ptr);
555 master_ptr->riding = m_idx;
567 for (d = 1; d < A_MAX; d++)
569 for (j = 1000; j > 0; j--)
571 scatter(master_ptr, &cy, &cx, master_ptr->y, master_ptr->x, d, 0);
572 if (monster_can_enter(master_ptr, cy, cx, &r_info[party_mon[i].r_idx], 0)) break;
576 m_idx = (d == 6) ? 0 : m_pop(floor_ptr);
581 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[m_idx];
584 master_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
586 m_ptr->r_idx = party_mon[i].r_idx;
588 /* Copy all member of the structure */
589 *m_ptr = party_mon[i];
590 r_ptr = real_r_ptr(m_ptr);
594 m_ptr->current_floor_ptr = master_ptr->current_floor_ptr;
596 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
597 m_ptr->hold_o_idx = 0;
600 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
602 /* Monster is still being nice */
603 m_ptr->mflag |= (MFLAG_NICE);
605 /* Must repair monsters */
606 repair_monsters = TRUE;
608 update_monster(master_ptr, m_idx, TRUE);
609 lite_spot(master_ptr, cy, cx);
611 /* Pre-calculated in precalc_cur_num_of_pet() */
612 /* r_ptr->cur_num++; */
614 /* Hack -- Count the number of "reproducers" */
615 if (r_ptr->flags2 & RF2_MULTIPLY) master_ptr->current_floor_ptr->num_repro++;
620 monster_type *m_ptr = &party_mon[i];
621 monster_race *r_ptr = real_r_ptr(m_ptr);
622 GAME_TEXT m_name[MAX_NLEN];
624 monster_desc(master_ptr, m_name, m_ptr, 0);
625 msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
626 if (record_named_pet && m_ptr->nickname)
628 monster_desc(master_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
629 exe_write_diary(master_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
632 /* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
633 if (r_ptr->cur_num) r_ptr->cur_num--;
637 /* For accuracy of precalc_cur_num_of_pet() */
638 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
643 * @brief ユニークモンスターやアーティファクトの所在フロアを更新する / Hack -- Update location of unique monsters and artifacts
644 * @param cur_floor_id 現在のフロアID
647 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
648 * while new floor creation since dungeons may be re-created by\n
649 * auto-scum option.\n
651 static void update_unique_artifact(floor_type *floor_ptr, s16b cur_floor_id)
655 /* Maintain unique monsters */
656 for (i = 1; i < floor_ptr->m_max; i++)
659 monster_type *m_ptr = &floor_ptr->m_list[i];
661 if (!monster_is_valid(m_ptr)) continue;
663 /* Extract real monster race */
664 r_ptr = real_r_ptr(m_ptr);
666 /* Memorize location of the unique monster */
667 if ((r_ptr->flags1 & RF1_UNIQUE) ||
668 (r_ptr->flags7 & RF7_NAZGUL))
670 r_ptr->floor_id = cur_floor_id;
674 /* Maintain artifatcs */
675 for (i = 1; i < floor_ptr->o_max; i++)
677 object_type *o_ptr = &floor_ptr->o_list[i];
679 if (!OBJECT_IS_VALID(o_ptr)) continue;
681 /* Memorize location of the artifact */
682 if (object_is_fixed_artifact(o_ptr))
684 a_info[o_ptr->name1].floor_id = cur_floor_id;
691 * @brief フロア移動時、プレイヤーの移動先モンスターが既にいた場合ランダムな近隣に移動させる / When a monster is at a place where player will return,
694 static void get_out_monster(player_type *protected_ptr)
698 POSITION oy = protected_ptr->y;
699 POSITION ox = protected_ptr->x;
700 floor_type *floor_ptr = protected_ptr->current_floor_ptr;
701 MONSTER_IDX m_idx = floor_ptr->grid_array[oy][ox].m_idx;
703 /* Nothing to do if no monster */
706 /* Look until done */
711 /* Pick a (possibly illegal) location */
712 POSITION ny = rand_spread(oy, dis);
713 POSITION nx = rand_spread(ox, dis);
717 /* Stop after 1000 tries */
718 if (tries > 10000) return;
721 * Increase distance after doing enough tries
722 * compared to area of possible space
724 if (tries > 20 * dis * dis) dis++;
726 /* Ignore illegal locations */
727 if (!in_bounds(floor_ptr, ny, nx)) continue;
729 /* Require "empty" floor space */
730 if (!is_cave_empty_bold(protected_ptr, ny, nx)) continue;
732 /* Hack -- no teleport onto glyph of warding */
733 if (is_glyph_grid(&floor_ptr->grid_array[ny][nx])) continue;
734 if (is_explosive_rune_grid(&floor_ptr->grid_array[ny][nx])) continue;
736 /* ...nor onto the Pattern */
737 if (pattern_tile(floor_ptr, ny, nx)) continue;
739 /*** It's a good place ***/
741 m_ptr = &floor_ptr->m_list[m_idx];
743 /* Update the old location */
744 floor_ptr->grid_array[oy][ox].m_idx = 0;
746 /* Update the new location */
747 floor_ptr->grid_array[ny][nx].m_idx = m_idx;
749 /* Move the monster */
753 /* No need to do update_monster() */
761 * @brief 新フロアに移動元フロアに繋がる階段を配置する / Virtually teleport onto the stairs that is connecting between two floors.
762 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
765 static void locate_connected_stairs(player_type *creature_ptr, floor_type *floor_ptr, saved_floor_type *sf_ptr, BIT_FLAGS floor_mode)
767 POSITION x, y, sx = 0, sy = 0;
768 POSITION x_table[20];
769 POSITION y_table[20];
773 /* Search usable stairs */
774 for (y = 0; y < floor_ptr->height; y++)
776 for (x = 0; x < floor_ptr->width; x++)
778 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
779 feature_type *f_ptr = &f_info[g_ptr->feat];
782 if (floor_mode & CFM_UP)
784 if (have_flag(f_ptr->flags, FF_LESS) && have_flag(f_ptr->flags, FF_STAIRS) &&
785 !have_flag(f_ptr->flags, FF_SPECIAL))
789 /* Found fixed stairs? */
790 if (g_ptr->special &&
791 g_ptr->special == sf_ptr->upper_floor_id)
799 else if (floor_mode & CFM_DOWN)
801 if (have_flag(f_ptr->flags, FF_MORE) && have_flag(f_ptr->flags, FF_STAIRS) &&
802 !have_flag(f_ptr->flags, FF_SPECIAL))
806 /* Found fixed stairs */
807 if (g_ptr->special &&
808 g_ptr->special == sf_ptr->lower_floor_id)
818 if (have_flag(f_ptr->flags, FF_BLDG))
824 if (ok && (num < 20))
836 creature_ptr->y = sy;
837 creature_ptr->x = sx;
841 /* No stairs found! -- No return */
842 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE | CFM_NO_RETURN);
844 /* Mega Hack -- It's not the stairs you enter. Disable it. */
845 if (!feat_uses_special(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat)) floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].special = 0;
849 /* Choose random one */
852 /* Point stair location */
853 creature_ptr->y = y_table[i];
854 creature_ptr->x = x_table[i];
859 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
860 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
861 * @param creature_ptr プレーヤーへの参照ポインタ
864 void leave_floor(player_type *creature_ptr)
866 grid_type *g_ptr = NULL;
868 saved_floor_type *sf_ptr;
869 MONRACE_IDX quest_r_idx = 0;
871 FLOOR_IDX tmp_floor_idx = 0;
873 /* Preserve pets and prepare to take these to next floor */
874 preserve_pet(creature_ptr);
876 /* Remove all mirrors without explosion */
877 remove_all_mirrors(creature_ptr, FALSE);
879 if (creature_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(creature_ptr, FALSE);
881 /* New floor is not yet prepared */
884 /* Temporarily get a floor_id (for Arena) */
885 if (!creature_ptr->floor_id &&
886 (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
887 !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
889 /* Get temporary floor_id */
890 tmp_floor_idx = get_new_floor_id(creature_ptr);
893 /* Search the quest monster index */
894 for (i = 0; i < max_q_idx; i++)
896 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
897 ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
898 (quest[i].type == QUEST_TYPE_RANDOM)) &&
899 (quest[i].level == creature_ptr->current_floor_ptr->dun_level) &&
900 (creature_ptr->dungeon_idx == quest[i].dungeon) &&
901 !(quest[i].flags & QUEST_FLAG_PRESET))
903 quest_r_idx = quest[i].r_idx;
907 /* Maintain quest monsters */
908 for (i = 1; i < creature_ptr->current_floor_ptr->m_max; i++)
911 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[i];
913 if (!monster_is_valid(m_ptr)) continue;
915 /* Only maintain quest monsters */
916 if (quest_r_idx != m_ptr->r_idx) continue;
918 /* Extract real monster race */
919 r_ptr = real_r_ptr(m_ptr);
921 /* Ignore unique monsters */
922 if ((r_ptr->flags1 & RF1_UNIQUE) ||
923 (r_ptr->flags7 & RF7_NAZGUL)) continue;
925 /* Delete non-unique quest monsters */
926 delete_monster_idx(creature_ptr, i);
929 /* Check if there is a same item */
930 for (i = 0; i < INVEN_PACK; i++)
932 object_type *o_ptr = &creature_ptr->inventory_list[i];
934 if (!OBJECT_IS_VALID(o_ptr)) continue;
936 /* Delete old memorized location of the artifact */
937 if (object_is_fixed_artifact(o_ptr))
939 a_info[o_ptr->name1].floor_id = 0;
943 /* Extract current floor info or NULL */
944 sf_ptr = get_sf_ptr(creature_ptr->floor_id);
946 /* Choose random stairs */
947 if ((creature_ptr->change_floor_mode & CFM_RAND_CONNECT) && tmp_floor_idx)
949 locate_connected_stairs(creature_ptr, creature_ptr->current_floor_ptr, sf_ptr, creature_ptr->change_floor_mode);
952 /* Extract new dungeon level */
953 if (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS)
955 /* Extract stair position */
956 g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
957 f_ptr = &f_info[g_ptr->feat];
959 /* Get back to old saved floor? */
960 if (g_ptr->special && !have_flag(f_ptr->flags, FF_SPECIAL) && get_sf_ptr(g_ptr->special))
962 /* Saved floor is exist. Use it. */
963 new_floor_id = g_ptr->special;
966 /* Mark shaft up/down */
967 if (have_flag(f_ptr->flags, FF_STAIRS) && have_flag(f_ptr->flags, FF_SHAFT))
969 prepare_change_floor_mode(creature_ptr, CFM_SHAFT);
973 /* Climb up/down some sort of stairs */
974 if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
978 /* Extract level movement number */
979 if (creature_ptr->change_floor_mode & CFM_DOWN) move_num = 1;
980 else if (creature_ptr->change_floor_mode & CFM_UP) move_num = -1;
982 /* Shafts are deeper than normal stairs */
983 if (creature_ptr->change_floor_mode & CFM_SHAFT)
984 move_num += SGN(move_num);
986 /* Get out from or Enter the dungeon */
987 if (creature_ptr->change_floor_mode & CFM_DOWN)
989 if (!creature_ptr->current_floor_ptr->dun_level)
990 move_num = d_info[creature_ptr->dungeon_idx].mindepth;
992 else if (creature_ptr->change_floor_mode & CFM_UP)
994 if (creature_ptr->current_floor_ptr->dun_level + move_num < d_info[creature_ptr->dungeon_idx].mindepth)
995 move_num = -creature_ptr->current_floor_ptr->dun_level;
998 creature_ptr->current_floor_ptr->dun_level += move_num;
1001 /* Leaving the dungeon to town */
1002 if (!creature_ptr->current_floor_ptr->dun_level && creature_ptr->dungeon_idx)
1004 creature_ptr->leaving_dungeon = TRUE;
1005 if (!vanilla_town && !lite_town)
1007 creature_ptr->wilderness_y = d_info[creature_ptr->dungeon_idx].dy;
1008 creature_ptr->wilderness_x = d_info[creature_ptr->dungeon_idx].dx;
1010 creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
1011 creature_ptr->dungeon_idx = 0;
1013 /* Reach to the surface -- Clear all saved floors */
1014 creature_ptr->change_floor_mode &= ~CFM_SAVE_FLOORS; // TODO
1017 /* Kill some old saved floors */
1018 if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS))
1020 /* Kill all saved floors */
1021 for (i = 0; i < MAX_SAVED_FLOORS; i++)
1022 kill_saved_floor(creature_ptr, &saved_floors[i]);
1024 /* Reset visit_mark count */
1025 latest_visit_mark = 1;
1027 else if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
1029 /* Kill current floor */
1030 kill_saved_floor(creature_ptr, sf_ptr);
1033 /* No current floor -- Left/Enter dungeon etc... */
1034 if (!creature_ptr->floor_id)
1036 /* No longer need to save current floor */
1040 /* Mark next floor_id on the previous floor */
1044 new_floor_id = get_new_floor_id(creature_ptr);
1046 /* Connect from here */
1047 if (g_ptr && !feat_uses_special(g_ptr->feat))
1049 g_ptr->special = new_floor_id;
1053 /* Fix connection -- level teleportation or trap door */
1054 if (creature_ptr->change_floor_mode & CFM_RAND_CONNECT)
1056 if (creature_ptr->change_floor_mode & CFM_UP)
1057 sf_ptr->upper_floor_id = new_floor_id;
1058 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1059 sf_ptr->lower_floor_id = new_floor_id;
1062 /* If you can return, you need to save previous floor */
1063 if ((creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
1064 !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
1066 /* Get out of the my way! */
1067 get_out_monster(creature_ptr);
1069 /* Record the last visit turn of current floor */
1070 sf_ptr->last_visit = current_world_ptr->game_turn;
1072 forget_lite(creature_ptr->current_floor_ptr);
1073 forget_view(creature_ptr->current_floor_ptr);
1074 clear_mon_lite(creature_ptr->current_floor_ptr);
1076 /* Save current floor */
1077 if (!save_floor(creature_ptr, sf_ptr, 0))
1079 /* Save failed -- No return */
1080 prepare_change_floor_mode(creature_ptr, CFM_NO_RETURN);
1082 /* Kill current floor */
1083 kill_saved_floor(creature_ptr, get_sf_ptr(creature_ptr->floor_id));
1090 * @brief フロアの切り替え処理 / Enter new floor.
1091 * @param creature_ptr プレーヤーへの参照ポインタ
1094 * If the floor is an old saved floor, it will be\n
1095 * restored from the temporary file. If the floor is new one, new floor\n
1096 * will be generated.\n
1098 void change_floor(player_type *creature_ptr)
1100 saved_floor_type *sf_ptr;
1101 bool loaded = FALSE;
1103 /* The dungeon is not ready */
1104 current_world_ptr->character_dungeon = FALSE;
1106 /* No longer in the trap detecteded region */
1107 creature_ptr->dtrap = FALSE;
1109 /* Mega-Hack -- no panel yet */
1115 /* Mega-Hack -- not ambushed on the wildness? */
1116 creature_ptr->ambush_flag = FALSE;
1118 /* No saved floors (On the surface etc.) */
1119 if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
1120 !(creature_ptr->change_floor_mode & CFM_FIRST_FLOOR))
1122 generate_floor(creature_ptr);
1124 /* Paranoia -- No new saved floor */
1128 /* In the dungeon */
1131 /* No floor_id yet */
1135 new_floor_id = get_new_floor_id(creature_ptr);
1138 /* Pointer for infomations of new floor */
1139 sf_ptr = get_sf_ptr(new_floor_id);
1141 /* Try to restore old floor */
1142 if (sf_ptr->last_visit)
1144 /* Old saved floor is exist */
1145 if (load_floor(creature_ptr, sf_ptr, 0))
1149 /* Forbid return stairs */
1150 if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
1152 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
1154 if (!feat_uses_special(g_ptr->feat))
1156 if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
1158 /* Reset to floor */
1159 g_ptr->feat = feat_ground_type[randint0(100)];
1169 * Set lower/upper_floor_id of new floor when the new
1170 * floor is right-above/right-under the current floor.
1172 * Stair creation/Teleport level/Trap door will take
1173 * you the same floor when you used it later again.
1175 if (creature_ptr->floor_id)
1177 saved_floor_type *cur_sf_ptr = get_sf_ptr(creature_ptr->floor_id);
1179 if (creature_ptr->change_floor_mode & CFM_UP)
1181 /* New floor is right-above */
1182 if (cur_sf_ptr->upper_floor_id == new_floor_id)
1183 sf_ptr->lower_floor_id = creature_ptr->floor_id;
1185 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1187 /* New floor is right-under */
1188 if (cur_sf_ptr->lower_floor_id == new_floor_id)
1189 sf_ptr->upper_floor_id = creature_ptr->floor_id;
1193 /* Break connection to killed floor */
1196 if (creature_ptr->change_floor_mode & CFM_UP)
1197 sf_ptr->lower_floor_id = 0;
1198 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1199 sf_ptr->upper_floor_id = 0;
1202 /* Maintain monsters and artifacts */
1206 GAME_TURN tmp_last_visit = sf_ptr->last_visit;
1207 GAME_TURN absence_ticks;
1208 int alloc_chance = d_info[creature_ptr->dungeon_idx].max_m_alloc_chance;
1209 GAME_TURN alloc_times;
1211 while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
1212 absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
1214 /* Maintain monsters */
1215 for (i = 1; i < creature_ptr->current_floor_ptr->m_max; i++)
1217 monster_race *r_ptr;
1218 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[i];
1220 if (!monster_is_valid(m_ptr)) continue;
1225 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
1227 /* Remove timed status (except MTIMED_CSLEEP) */
1228 (void)set_monster_fast(creature_ptr, i, 0);
1229 (void)set_monster_slow(creature_ptr, i, 0);
1230 (void)set_monster_stunned(creature_ptr, i, 0);
1231 (void)set_monster_confused(creature_ptr, i, 0);
1232 (void)set_monster_monfear(creature_ptr, i, 0);
1233 (void)set_monster_invulner(creature_ptr, i, 0, FALSE);
1236 /* Extract real monster race */
1237 r_ptr = real_r_ptr(m_ptr);
1239 /* Ignore non-unique */
1240 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1241 !(r_ptr->flags7 & RF7_NAZGUL)) continue;
1243 /* Appear at a different floor? */
1244 if (r_ptr->floor_id != new_floor_id)
1246 /* Disapper from here */
1247 delete_monster_idx(creature_ptr, i);
1251 /* Maintain artifatcs */
1252 for (i = 1; i < creature_ptr->current_floor_ptr->o_max; i++)
1254 object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[i];
1256 if (!OBJECT_IS_VALID(o_ptr)) continue;
1258 /* Ignore non-artifact */
1259 if (!object_is_fixed_artifact(o_ptr)) continue;
1261 /* Appear at a different floor? */
1262 if (a_info[o_ptr->name1].floor_id != new_floor_id)
1264 /* Disappear from here */
1265 delete_object_idx(creature_ptr, i);
1269 /* Cancel preserve */
1270 a_info[o_ptr->name1].cur_num = 1;
1274 (void)place_quest_monsters(creature_ptr);
1276 /* Place some random monsters */
1277 alloc_times = absence_ticks / alloc_chance;
1279 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
1282 for (i = 0; i < alloc_times; i++)
1284 /* Make a (group of) new monster */
1285 (void)alloc_monster(creature_ptr, 0, 0, summon_specific);
1290 /* New floor_id or failed to restore */
1291 else /* if (!loaded) */
1293 if (sf_ptr->last_visit)
1295 /* Temporary file is broken? */
1296 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
1298 /* Create simple dead end */
1299 build_dead_end(creature_ptr);
1301 /* Break connection */
1302 if (creature_ptr->change_floor_mode & CFM_UP)
1304 sf_ptr->upper_floor_id = 0;
1306 else if (creature_ptr->change_floor_mode & CFM_DOWN)
1308 sf_ptr->lower_floor_id = 0;
1313 generate_floor(creature_ptr);
1316 /* Record last visit turn */
1317 sf_ptr->last_visit = current_world_ptr->game_turn;
1319 /* Set correct dun_level value */
1320 sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
1322 /* Create connected stairs */
1323 if (!(creature_ptr->change_floor_mode & CFM_NO_RETURN))
1325 /* Extract stair position */
1326 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
1328 /*** Create connected stairs ***/
1330 /* No stairs down from Quest */
1331 if ((creature_ptr->change_floor_mode & CFM_UP) && !quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level))
1333 g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(creature_ptr, feat_down_stair, FF_SHAFT) : feat_down_stair;
1336 /* No stairs up when ironman_downward */
1337 else if ((creature_ptr->change_floor_mode & CFM_DOWN) && !ironman_downward)
1339 g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(creature_ptr, feat_up_stair, FF_SHAFT) : feat_up_stair;
1342 /* Paranoia -- Clear mimic */
1345 /* Connect to previous floor */
1346 g_ptr->special = creature_ptr->floor_id;
1350 /* Arrive at random grid */
1351 if (creature_ptr->change_floor_mode & (CFM_RAND_PLACE))
1353 (void)new_player_spot(creature_ptr);
1356 /* You see stairs blocked */
1357 else if ((creature_ptr->change_floor_mode & CFM_NO_RETURN) && (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)))
1359 if (!creature_ptr->blind)
1361 msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
1365 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
1372 * The "turn" is not always different number because
1373 * the level teleport doesn't take any turn. Use
1374 * visit mark instead of last visit turn to find the
1375 * oldest saved floor.
1377 sf_ptr->visit_mark = latest_visit_mark++;
1380 /* Place preserved pet monsters */
1381 place_pet(creature_ptr);
1383 /* Reset travel target place */
1384 forget_travel_flow(creature_ptr->current_floor_ptr);
1386 /* Hack -- maintain unique and artifacts */
1387 update_unique_artifact(creature_ptr->current_floor_ptr, new_floor_id);
1389 /* Now the player is in new floor */
1390 creature_ptr->floor_id = new_floor_id;
1392 /* The dungeon is ready */
1393 current_world_ptr->character_dungeon = TRUE;
1395 /* Hack -- Munchkin characters always get whole map */
1396 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
1397 wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
1399 /* Remember when this level was "created" */
1400 creature_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
1402 /* No dungeon feeling yet */
1403 creature_ptr->feeling_turn = creature_ptr->current_floor_ptr->generated_turn;
1404 creature_ptr->feeling = 0;
1406 /* Clear all flags */
1407 creature_ptr->change_floor_mode = 0L;
1409 select_floor_music(creature_ptr);
1410 creature_ptr->change_floor_mode = 0;